For those of you without a fast Internet connection, this map may be a pain to download, but believe me, if you're into small levels for 2 to 6 players, it's probably going to be well worth the effort. The 3 texture files included with this zip accounts for the large download.
Man, I like this map! Quake textures (cough) are used for this one, and used really well. You have many z-axis opportunities, as well as a couple of places to play hide-and-seek. Stairs, ramps and jumpboots help you to get around on the catwalks, and from floor to floor. There are lots of high ceilings, but I wished the author, D–rflinger Matthias, would have incorporated a little bit of domed ceiling work, or something into this map. Still, the archways, trim, and columns helped to accent the place rather nicely. I'm not sure if I really like the raised, cylindrical platform for the pulse rifle; it seems to take away from the looks of the map more than adding to it.
The poly count hit around 300 (swat) in the larger, open arena that is shown in the screenshot. But the node/poly ratio was 2:1, which is very good. Those with slower systems might see a little lag here and there, but you're not looking across a large distance, so it shouldn't be too bad.
The Quake texturing had enough base and detailed combination to keep your eyes from bugging out. I noticed a skull texture over a doorway that was buried in the trim too much, and a misalignment in another spot, but I seriously doubt many would spot this as you try to stay alive against the crazed bots.
Yes, the bots are mean, buddy, and they use up all the geometry. All the good items (shieldbelt, Udamage, armor) are up on beams where jumpboots are needed to acquire them. The only easy pickup was the invisibility, which is hidden behind some columns. The bots did a better job grabbing these goodies than I did, and they work the ambush points for all their worth. I was constantly being hit by flak from out of the blue. The weapon placement was also thought out for the most part, but I'm not sure how effective an extra enforcer is when your enemies are carrying 'real weapons.'
The lighting was well done for most of the map, but some places were too bright if you consider the nearby sources. But there are some places with good light/shadow contrasting, so things could be worse. No music including in this one, but there are lots of ambient sounds for the torches.
~End of Review~
For the author: It's not really necessary to include your MyLevel texture in the zip. This file becomes an integral part of the map when done correctly. I didn't put your MyLevel file in my textures directory, and I could see your screenshot fine. Try to keep the poly count a little lower, if you can. Most of the map was fine, and only a few places had relatively high polys, but the node/poly ratio was still good in these areas, so this helps. Look at how bright the upper part of the arena spot is. Up by where the pulse ammo is on the ledge. See the torches that are on the other side of the beams up there? Those beams would block a lot of that light. Moreover, the lights from below would not provide that much light up high. You have two lights up there with their brightness at 115 (I think it was), which is causing it to be way too bright. I would either get rid of those lights, or lower the brightness on them. Or, do something with the torches to account for that much lighting. Nice work!